791 research outputs found

    Procedural environment generation

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    This thesis consists of the development of a plugin for a 3D engine that allows the user to generate a 3D environment procedurally. How it will work is by taking a reference to 3D models previously created and displaying them in a finite area inside the world. This area, as well as the elements displayed on screen will be able to be editable by the user without entering or touching any script. The tool will contain an user interface where there will be the assets chosen, the area where the environment will be and the quantity of assets to display. The decision of using a commercial engine instead of creating it from scratch has been taken in base of the accessibility for the user, due to installing an external plugin is more simple. Another feature to take into account is the distribution and commercialization of the project, due to an engine from a big company containing its own marketplace where the users can upload projects and plugins. The main purpose of this project is also the possibility of implementation of this plugin in a videogame, due to it can save a lot of time while designing big scenarios taking advantage of procedural generation technology, which has been growing up during the last years

    House generation using procedural modeling with rules

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    This is a work dedicated to the development of a software for creating 3D models of houses with modern design. The main goal is to generate a tool that makes use of procedural modeling techniques to generate a wide variety of models. The result is an application capable of generating realistic model renderings with an input consisting of a set of rules. The most important part of this project will be the development of grammar and of all each operation will start to be simple and basic in the form of 3D. Combinations of operations such as extrusions, subdivisions or prefabrications will then be done to increase the complexity of the whole model that makes it look like a modern house. Thispart was carried out with some tests based on a correct performance of the same algorithm, as this is the core of the whole application.Aquest és un treball dedicat al desenvolupament d'un software de creació de models 3D de cases amb disseny modern. L'objectiu principal és generar una eina que faci ús de tècniques de modelat procedural per generar una gran varietat de models. El resultat és una aplicació capaç de generar renders de models realistes amb una entrada que consisteix en un conjunt de regles. La part més important d’aquest projecte consistirà en el desenvolupament de la gramàtica i cada operació començarà a ser senzilla i bàsica en forma de 3D. A continuació, es faran combinacions d’operacions com extrusions, subdivisions o prefabricacions augmenta la complexitat de tot el model que fa que sembli una casa actual. Aquesta part es va dur a terme amb algunes proves basades en un correcte rendiment del mateix algorisme, ja que aquest és el nucli de tota l'aplicació.Este es un trabajo dedicado al desarrollo de un software de creación de modelos 3D de casas con diseño moderno. El objetivo principal es generar una herramienta que haga uso de técnicas de modelado procedural para generar una gran variedad de modelos. El resultado es una aplicación capaz de generar renders de modelos realistas con una entrada que consiste en un conjunto de reglas. La parte más importante de este proyecto consistirá en el desarrollo de la gramática y cada operación empezará a ser sencilla y básica en forma de 3D. A continuación, se harán combinaciones de operaciones como extrusiones, subdivisiones o prefabricaciones aumenta la complejidad de todo el modelo que hace que parezca una casa actual. Esta parte se llevó a cabo con algunas pruebas basadas en un correcto rendimiento del mismo algoritmo, puesto que este es el núcleo de toda la aplicación

    How can 3D Game Engines create Photo-Realistic Interactive Architectural Visualizations?

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    Architectural Visualizations are the evolution from a once used technique of Architectural Rendering. Through the proliferation of modern technology, the industry has progressed by using more contemporary applications to produce three dimensional (3D) renders for the output of images and videos. Using such applications allows for “photo-realistic” visuals that have an uncanny representation to a real-life environment, for clients to visualize proposed buildings, that can offer both interior and exterior environments. However, such applications lack a key component that could extend the platform that the visualization industry currently uses. Through recent technological developments pertaining to game engines, virtual game environments can render high fidelity visuals in real-time whilst providing interactive elements for deployment to various devices. This paper aims to create and implement an alternative method to the conventional three-dimensional pre-rendered visualizations, using a 3D game engine that can provide an interactive based solution, distributed to a computer device, for both the industry and the end user to experienc

    Asteroid modeling for testing spacecraft approach and landing

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    Woodification of polygonal meshes

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    An evolving polygonal mesh based on stem\u27s tree growth coupled with a physical simulation of bark\u27s cracking is presented. This process is denominated woodification. Whereas previous approaches use a fixed resolution voxel grid, woodification is built on the deformable simplicial complex representation, which robustly simulates growth with adaptive subdivision. The approach allows any meshed object to be grown and textured. Features, such as interaction with obstacles, attributes interpolation, and sketching tools, are added to provide control during the woodifible process

    Variable Resolution & Dimensional Mapping For 3d Model Optimization

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    Three-dimensional computer models, especially geospatial architectural data sets, can be visualized in the same way humans experience the world, providing a realistic, interactive experience. Scene familiarization, architectural analysis, scientific visualization, and many other applications would benefit from finely detailed, high resolution, 3D models. Automated methods to construct these 3D models traditionally has produced data sets that are often low fidelity or inaccurate; otherwise, they are initially highly detailed, but are very labor and time intensive to construct. Such data sets are often not practical for common real-time usage and are not easily updated. This thesis proposes Variable Resolution & Dimensional Mapping (VRDM), a methodology that has been developed to address some of the limitations of existing approaches to model construction from images. Key components of VRDM are texture palettes, which enable variable and ultra-high resolution images to be easily composited; texture features, which allow image features to integrated as image or geometry, and have the ability to modify the geometric model structure to add detail. These components support a primary VRDM objective of facilitating model refinement with additional data. This can be done until the desired fidelity is achieved as practical limits of infinite detail are approached. Texture Levels, the third component, enable real-time interaction with a very detailed model, along with the flexibility of having alternate pixel data for a given area of the model and this is achieved through extra dimensions. Together these techniques have been used to construct models that can contain GBs of imagery data

    About three-dimensional procedure virtual spaces

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    В современных реалиях процедурная генерация контента является одним из наиболее востребованных и перспективных направлений в среде разработки игр. В наше время качественно выполненный и хорошо продуманный алгоритм процедурной генерации может взять на себя большую часть работы по созданию уникального контента во время разработки игры, или же во время самого игрового процесса. С помощью процедурной генерации можно в кратчайшие сроки создать набор уникальных объектов. Существует большое разнообразие всевозможных алгоритмов процедурной генерации, каждый из которых имеет свои плюсы и минусы, и лучше всего подходит к определенному типу заданий. В данной статье речь пойдет об алгоритмах, которые могут быть использованы для создания трехмерного игрового уровня, что позволит значительно сократить время на работу по созданию таких уровней, а также позволит повысить уникальность каждого сгенерированного уровня. В качестве примера для ознакомления в тексте статьи изложено пять существующих алгоритма процедурной генерации, которые так или иначе позволяют сгенерировать трехмерный игровой уровень. Конечной целью является нахождение оптимального алгоритма процедурной генерации, который будет удовлетворять главному критерию отбора – создание полноценного игрового уровня с ландшафтом и объектами, который не нуждается в дальнейшей доработке. В данный момент существует не так много игр, которые успешно используют алгоритмы процедурной генерации при создании полноценного трехмерного игрового мира – к наиболее известным играм можно отнести Minecraft, No Man’s Sky и Deep Rock Galactic. Итоговым результатом исследования стало нахождение наиболее приемлемого алгоритма процедурной генерации, с помощью которого можно в реальном времени генерировать уникальные игровые уровни. В качестве основного требования к алгоритму выступало отсутствие необходимости дальнейшей работы с созданным уровнем, потому как использование данного алгоритма планируется в первую очередь для разнообразия игрового процесса и создания большего элемента случайности. В результате фаворитом оказался алгоритм разделения уровня на сектора, ввиду выполнения им основного условия, а также возможности программирования нескольких условий.In modern realities, procedural content generation is one of the most popular and promising areas in the game development environment. Nowadays, a well-executed and well-designed procedural generation algorithm can take on most of the work of creating unique content during game development, or during the game itself. Using procedural generation, you can quickly create a set of unique objects. There is a wide variety of various procedural generation algorithms, each of which has its pros and cons, and is best suited to a specific type of task. This article focuseson algorithms that can be used to create a three-dimensional game level, which will significantly reduce the time for creation of such levels, and will also increase the uniqueness of each generated level. As an example, in the text of the article, five existing algorithms of procedural generation are described, which in one way or another makes it possible to generate a three-dimensional game level. The ultimate goal was to find the optimal procedural generation algorithm that will satisfy the main selection criterion – the creation of a full-fledged game level with landscape and objects, which does not need further refinement. At the moment, there aren’tmany games that successfully use procedural generation algorithms to create a full-fledged three-dimensional game world – the most famous games are Minecraft, No Man’s Sky and Deep Rock Galactic. The final result of the study was to find the most acceptable procedural generation algorithm with which it is possible to generate unique game levels in real time. The main requirement for an algorithm was the lack of the need for further work with a created level, because the use of this algorithm is planned primarily for a variety of gameplay and creation of a larger element of randomness. As a result, the best one was the algorithm for dividing a level into sectors, due to the fulfillment of the main condition, as well as the possibility of programming several conditions

    Enhancing Mesh Deformation Realism: Dynamic Mesostructure Detailing and Procedural Microstructure Synthesis

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    Propomos uma solução para gerar dados de mapas de relevo dinâmicos para simular deformações em superfícies macias, com foco na pele humana. A solução incorpora a simulação de rugas ao nível mesoestrutural e utiliza texturas procedurais para adicionar detalhes de microestrutura estáticos. Oferece flexibilidade além da pele humana, permitindo a geração de padrões que imitam deformações em outros materiais macios, como couro, durante a animação. As soluções existentes para simular rugas e pistas de deformação frequentemente dependem de hardware especializado, que é dispendioso e de difícil acesso. Além disso, depender exclusivamente de dados capturados limita a direção artística e dificulta a adaptação a mudanças. Em contraste, a solução proposta permite a síntese dinâmica de texturas que se adaptam às deformações subjacentes da malha de forma fisicamente plausível. Vários métodos foram explorados para sintetizar rugas diretamente na geometria, mas sofrem de limitações como auto-interseções e maiores requisitos de armazenamento. A intervenção manual de artistas na criação de mapas de rugas e mapas de tensão permite controle, mas pode ser limitada em deformações complexas ou onde maior realismo seja necessário. O nosso trabalho destaca o potencial dos métodos procedimentais para aprimorar a geração de padrões de deformação dinâmica, incluindo rugas, com maior controle criativo e sem depender de dados capturados. A incorporação de padrões procedimentais estáticos melhora o realismo, e a abordagem pode ser estendida além da pele para outros materiais macios.We propose a solution for generating dynamic heightmap data to simulate deformations for soft surfaces, with a focus on human skin. The solution incorporates mesostructure-level wrinkles and utilizes procedural textures to add static microstructure details. It offers flexibility beyond human skin, enabling the generation of patterns mimicking deformations in other soft materials, such as leater, during animation. Existing solutions for simulating wrinkles and deformation cues often rely on specialized hardware, which is costly and not easily accessible. Moreover, relying solely on captured data limits artistic direction and hinders adaptability to changes. In contrast, our proposed solution provides dynamic texture synthesis that adapts to underlying mesh deformations. Various methods have been explored to synthesize wrinkles directly to the geometry, but they suffer from limitations such as self-intersections and increased storage requirements. Manual intervention by artists using wrinkle maps and tension maps provides control but may be limited to the physics-based simulations. Our research presents the potential of procedural methods to enhance the generation of dynamic deformation patterns, including wrinkles, with greater creative control and without reliance on captured data. Incorporating static procedural patterns improves realism, and the approach can be extended to other soft-materials beyond skin
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